current FS sends a flood of AGENT_CONTROL_FINISH_ANIM

This commit is contained in:
UbitUmarov
2022-04-16 18:13:24 +01:00
parent d785dc50e6
commit aa862fa658
3 changed files with 5 additions and 7 deletions

View File

@@ -8224,7 +8224,7 @@ namespace OpenSim.Region.ClientStack.LindenUDP
{
if(
(x.ControlFlags != m_thisAgentUpdateArgs.ControlFlags) // significant if control flags changed
|| x.ControlFlags != (byte)AgentManager.ControlFlags.NONE// actually all movement controls need to pass
|| (x.ControlFlags & ~(uint)AgentManager.ControlFlags.AGENT_CONTROL_FINISH_ANIM) != (uint)AgentManager.ControlFlags.NONE
|| (x.Flags != m_thisAgentUpdateArgs.Flags) // significant if Flags changed
|| (x.State != m_thisAgentUpdateArgs.State) // significant if Stats changed
|| (Math.Abs(x.Far - m_thisAgentUpdateArgs.Far) >= 32) // significant if far distance changed

View File

@@ -2528,7 +2528,7 @@ namespace OpenSim.Region.Framework.Scenes
private void UpdateCameraCollisionPlane(Vector4 plane)
{
if (m_lastCameraCollisionPlane != plane)
if (m_lastCameraCollisionPlane.NotEqual(plane))
{
m_lastCameraCollisionPlane = plane;
ControllingClient.SendCameraConstraint(plane);
@@ -2552,9 +2552,8 @@ namespace OpenSim.Region.Framework.Scenes
collisionPoint.X = (float) Math.Round(collisionPoint.X, 1);
collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
Vector3.Dot(collisionPoint, pNormal));
Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z, collisionPoint.Dot(pNormal));
UpdateCameraCollisionPlane(plane);
}
}
@@ -2569,8 +2568,7 @@ namespace OpenSim.Region.Framework.Scenes
collisionPoint.Y = (float) Math.Round(collisionPoint.Y, 1);
collisionPoint.Z = (float) Math.Round(collisionPoint.Z, 1);
Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z,
Vector3.Dot(collisionPoint, pNormal));
Vector4 plane = new Vector4(pNormal.X, pNormal.Y, pNormal.Z, collisionPoint.Dot(pNormal));
UpdateCameraCollisionPlane(plane);
}
}

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